Shading Modes: Material and Render Preview

This change implements the basics as described in {T68312} for the
shading modes.

* LookDev shading mode is renamed to Material Preview. It always uses Eevee as renderer, and is intended to provide a fast material preview suitable for texture painting, and texture and material setup.

* Rendered shading gains "Use Scene Lights" and "Use Scene World" options similar to current Material Preview. These will be enabled by default. When Use Scene World is turned off, HDRIs will be used for lighting instead. These options are available for EEVEE and Cycles.
* Renderers will be able to customize the shading settings panel and add additional settings.

Reviewed By: brecht, fclem

Differential Revision: https://developer.blender.org/D5612
This commit is contained in:
Jeroen Bakker 2019-08-27 15:47:30 +02:00
parent d3ab930c88
commit 68d1f09158
Notes: blender-bot 2023-02-14 19:08:49 +01:00
Referenced by issue #69481, Alpha blend mode settings missing in look dev when using cycles
Referenced by issue #68312, LookDev & Eevee Preview
Referenced by issue blender/blender-addons#69579, External Render Engines and storing 3D View dependent data
19 changed files with 403 additions and 90 deletions

View File

@ -29,6 +29,7 @@ set(SRC
blender_shader.cpp
blender_sync.cpp
blender_texture.cpp
blender_viewport.cpp
CCL_api.h
blender_object_cull.h
@ -36,6 +37,7 @@ set(SRC
blender_session.h
blender_texture.h
blender_util.h
blender_viewport.h
)
set(LIB

View File

@ -2050,6 +2050,45 @@ class CYCLES_RENDER_PT_simplify_culling(CyclesButtonsPanel, Panel):
sub.prop(cscene, "distance_cull_margin", text="Distance")
class CYCLES_VIEW3D_PT_shading_lighting(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Lighting"
bl_parent_id = 'VIEW3D_PT_shading'
COMPAT_ENGINES = {'CYCLES'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES
and context.space_data.shading.type == 'RENDERED')
def draw(self, context):
layout = self.layout
col = layout.column()
split = col.split(factor=0.9)
shading = context.space_data.shading
col.prop(shading, "use_scene_lights_render")
col.prop(shading, "use_scene_world_render")
if not shading.use_scene_world_render:
col = layout.column()
split = col.split(factor=0.9)
col = split.column()
sub = col.row()
sub.scale_y = 0.6
sub.template_icon_view(shading, "studio_light", scale_popup=3)
col = split.column()
col.operator("preferences.studiolight_show", emboss=False, text="", icon='PREFERENCES')
split = layout.split(factor=0.9)
col = split.column()
col.prop(shading, "studiolight_rotate_z", text="Rotation")
col.prop(shading, "studiolight_background_alpha")
def draw_device(self, context):
scene = context.scene
layout = self.layout
@ -2131,6 +2170,7 @@ classes = (
CYCLES_RENDER_PT_simplify_viewport,
CYCLES_RENDER_PT_simplify_render,
CYCLES_RENDER_PT_simplify_culling,
CYCLES_VIEW3D_PT_shading_lighting,
CYCLES_RENDER_PT_motion_blur,
CYCLES_RENDER_PT_motion_blur_curve,
CYCLES_RENDER_PT_film,

View File

@ -239,7 +239,7 @@ void BlenderSync::sync_light(BL::Object &b_parent,
light->tag_update(scene);
}
void BlenderSync::sync_background_light(bool use_portal)
void BlenderSync::sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal)
{
BL::World b_world = b_scene.world();
@ -283,6 +283,7 @@ void BlenderSync::sync_background_light(bool use_portal)
world_map = b_world.ptr.data;
world_recalc = false;
viewport_parameters = BlenderViewportParameters(b_v3d);
}
/* Object */
@ -293,6 +294,7 @@ Object *BlenderSync::sync_object(BL::Depsgraph &b_depsgraph,
float motion_time,
bool show_self,
bool show_particles,
bool show_lights,
BlenderObjectCulling &culling,
bool *use_portal)
{
@ -311,6 +313,10 @@ Object *BlenderSync::sync_object(BL::Depsgraph &b_depsgraph,
/* light is handled separately */
if (!motion && object_is_light(b_ob)) {
if (!show_lights) {
return NULL;
}
/* TODO: don't use lights for excluded layers used as mask layer,
* when dynamic overrides are back. */
#if 0
@ -507,7 +513,9 @@ Object *BlenderSync::sync_object(BL::Depsgraph &b_depsgraph,
/* Object Loop */
void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph, float motion_time)
void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph,
BL::SpaceView3D &b_v3d,
float motion_time)
{
/* layer data */
bool motion = motion_time != 0.0f;
@ -530,6 +538,7 @@ void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph, float motion_time)
/* object loop */
bool cancel = false;
bool use_portal = false;
const bool show_lights = BlenderViewportParameters(b_v3d).use_scene_lights;
BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
@ -555,6 +564,7 @@ void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph, float motion_time)
motion_time,
show_self,
show_particles,
show_lights,
culling,
&use_portal);
}
@ -565,7 +575,7 @@ void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph, float motion_time)
progress.set_sync_status("");
if (!cancel && !motion) {
sync_background_light(use_portal);
sync_background_light(b_v3d, use_portal);
/* handle removed data and modified pointers */
if (light_map.post_sync())
@ -584,6 +594,7 @@ void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph, float motion_time)
void BlenderSync::sync_motion(BL::RenderSettings &b_render,
BL::Depsgraph &b_depsgraph,
BL::SpaceView3D &b_v3d,
BL::Object &b_override,
int width,
int height,
@ -621,7 +632,7 @@ void BlenderSync::sync_motion(BL::RenderSettings &b_render,
b_engine.frame_set(frame, subframe);
python_thread_state_save(python_thread_state);
sync_camera_motion(b_render, b_cam, width, height, 0.0f);
sync_objects(b_depsgraph, 0.0f);
sync_objects(b_depsgraph, b_v3d, 0.0f);
}
/* always sample these times for camera motion */
@ -657,7 +668,7 @@ void BlenderSync::sync_motion(BL::RenderSettings &b_render,
}
/* sync object */
sync_objects(b_depsgraph, relative_time);
sync_objects(b_depsgraph, b_v3d, relative_time);
}
/* we need to set the python thread state again because this

View File

@ -861,7 +861,7 @@ void BlenderSession::synchronize(BL::Depsgraph &b_depsgraph_)
/* copy recalc flags, outside of mutex so we can decide to do the real
* synchronization at a later time to not block on running updates */
sync->sync_recalc(b_depsgraph_);
sync->sync_recalc(b_depsgraph_, b_v3d);
/* don't do synchronization if on pause */
if (session_pause) {

View File

@ -1314,19 +1314,23 @@ void BlenderSync::sync_materials(BL::Depsgraph &b_depsgraph, bool update_all)
/* Sync World */
void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, bool update_all)
void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all)
{
Background *background = scene->background;
Background prevbackground = *background;
BL::World b_world = b_scene.world();
if (world_recalc || update_all || b_world.ptr.data != world_map) {
BlenderViewportParameters new_viewport_parameters(b_v3d);
if (world_recalc || update_all || b_world.ptr.data != world_map ||
viewport_parameters.modified(new_viewport_parameters)) {
Shader *shader = scene->default_background;
ShaderGraph *graph = new ShaderGraph();
/* create nodes */
if (b_world && b_world.use_nodes() && b_world.node_tree()) {
if (new_viewport_parameters.use_scene_world && b_world && b_world.use_nodes() &&
b_world.node_tree()) {
BL::ShaderNodeTree b_ntree(b_world.node_tree());
add_nodes(scene, b_engine, b_data, b_depsgraph, b_scene, graph, b_ntree);
@ -1337,7 +1341,7 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, bool update_all)
shader->volume_sampling_method = get_volume_sampling(cworld);
shader->volume_interpolation_method = get_volume_interpolation(cworld);
}
else if (b_world) {
else if (new_viewport_parameters.use_scene_world && b_world) {
BackgroundNode *background = new BackgroundNode();
background->color = get_float3(b_world.color());
graph->add(background);
@ -1345,6 +1349,45 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, bool update_all)
ShaderNode *out = graph->output();
graph->connect(background->output("Background"), out->input("Surface"));
}
else if (!new_viewport_parameters.use_scene_world) {
BackgroundNode *background = new BackgroundNode();
graph->add(background);
LightPathNode *light_path = new LightPathNode();
graph->add(light_path);
MixNode *mix_scene_with_background = new MixNode();
mix_scene_with_background->color2 = get_float3(b_world.color());
graph->add(mix_scene_with_background);
EnvironmentTextureNode *texture_environment = new EnvironmentTextureNode();
texture_environment->tex_mapping.type = TextureMapping::VECTOR;
texture_environment->tex_mapping.rotation[2] = new_viewport_parameters.studiolight_rotate_z;
texture_environment->filename = new_viewport_parameters.studiolight_path;
graph->add(texture_environment);
TextureCoordinateNode *texture_coordinate = new TextureCoordinateNode();
graph->add(texture_coordinate);
MixNode *mix_background_with_environment = new MixNode();
mix_background_with_environment->fac = new_viewport_parameters.studiolight_background_alpha;
mix_background_with_environment->color1 = get_float3(b_world.color());
graph->add(mix_background_with_environment);
ShaderNode *out = graph->output();
graph->connect(texture_coordinate->output("Generated"),
texture_environment->input("Vector"));
graph->connect(light_path->output("Is Camera Ray"), mix_scene_with_background->input("Fac"));
graph->connect(texture_environment->output("Color"),
mix_scene_with_background->input("Color1"));
graph->connect(texture_environment->output("Color"),
mix_background_with_environment->input("Color2"));
graph->connect(mix_background_with_environment->output("Color"),
mix_scene_with_background->input("Color2"));
graph->connect(mix_scene_with_background->output("Color"), background->input("Color"));
graph->connect(background->output("Background"), out->input("Surface"));
}
if (b_world) {
/* AO */
@ -1389,7 +1432,8 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, bool update_all)
background->transparent_roughness_threshold = 0.0f;
}
background->use_shader = view_layer.use_background_shader;
background->use_shader = view_layer.use_background_shader |
viewport_parameters.custom_viewport_parameters();
background->use_ao = background->use_ao && view_layer.use_background_ao;
if (background->modified(prevbackground))
@ -1439,7 +1483,7 @@ void BlenderSync::sync_lights(BL::Depsgraph &b_depsgraph, bool update_all)
}
}
void BlenderSync::sync_shaders(BL::Depsgraph &b_depsgraph)
void BlenderSync::sync_shaders(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d)
{
/* for auto refresh images */
bool auto_refresh_update = false;
@ -1452,7 +1496,7 @@ void BlenderSync::sync_shaders(BL::Depsgraph &b_depsgraph)
shader_map.pre_sync();
sync_world(b_depsgraph, auto_refresh_update);
sync_world(b_depsgraph, b_v3d, auto_refresh_update);
sync_lights(b_depsgraph, auto_refresh_update);
sync_materials(b_depsgraph, auto_refresh_update);
}

View File

@ -80,7 +80,7 @@ BlenderSync::~BlenderSync()
/* Sync */
void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph)
void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d)
{
/* Sync recalc flags from blender to cycles. Actual update is done separate,
* so we can do it later on if doing it immediate is not suitable. */
@ -175,6 +175,11 @@ void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph)
}
}
BlenderViewportParameters new_viewport_parameters(b_v3d);
if (viewport_parameters.modified(new_viewport_parameters)) {
world_recalc = true;
}
/* Updates shader with object dependency if objects changed. */
if (has_updated_objects) {
if (scene->default_background->has_object_dependency) {
@ -202,7 +207,7 @@ void BlenderSync::sync_data(BL::RenderSettings &b_render,
sync_view_layer(b_v3d, b_view_layer);
sync_integrator();
sync_film();
sync_shaders(b_depsgraph);
sync_shaders(b_depsgraph, b_v3d);
sync_images();
sync_curve_settings();
@ -210,9 +215,9 @@ void BlenderSync::sync_data(BL::RenderSettings &b_render,
if (scene->need_motion() == Scene::MOTION_PASS || scene->need_motion() == Scene::MOTION_NONE ||
scene->camera->motion_position == Camera::MOTION_POSITION_CENTER) {
sync_objects(b_depsgraph);
sync_objects(b_depsgraph, b_v3d);
}
sync_motion(b_render, b_depsgraph, b_override, width, height, python_thread_state);
sync_motion(b_render, b_depsgraph, b_v3d, b_override, width, height, python_thread_state);
mesh_synced.clear();

View File

@ -23,6 +23,7 @@
#include "RNA_blender_cpp.h"
#include "blender/blender_util.h"
#include "blender/blender_viewport.h"
#include "render/scene.h"
#include "render/session.h"
@ -36,6 +37,7 @@ CCL_NAMESPACE_BEGIN
class Background;
class BlenderObjectCulling;
class BlenderViewportParameters;
class Camera;
class Film;
class Light;
@ -59,7 +61,7 @@ class BlenderSync {
~BlenderSync();
/* sync */
void sync_recalc(BL::Depsgraph &b_depsgraph);
void sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d);
void sync_data(BL::RenderSettings &b_render,
BL::Depsgraph &b_depsgraph,
BL::SpaceView3D &b_v3d,
@ -106,17 +108,18 @@ class BlenderSync {
/* sync */
void sync_lights(BL::Depsgraph &b_depsgraph, bool update_all);
void sync_materials(BL::Depsgraph &b_depsgraph, bool update_all);
void sync_objects(BL::Depsgraph &b_depsgraph, float motion_time = 0.0f);
void sync_objects(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, float motion_time = 0.0f);
void sync_motion(BL::RenderSettings &b_render,
BL::Depsgraph &b_depsgraph,
BL::SpaceView3D &b_v3d,
BL::Object &b_override,
int width,
int height,
void **python_thread_state);
void sync_film();
void sync_view();
void sync_world(BL::Depsgraph &b_depsgraph, bool update_all);
void sync_shaders(BL::Depsgraph &b_depsgraph);
void sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all);
void sync_shaders(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d);
void sync_curve_settings();
void sync_nodes(Shader *shader, BL::ShaderNodeTree &b_ntree);
@ -134,6 +137,7 @@ class BlenderSync {
float motion_time,
bool show_self,
bool show_particles,
bool show_lights,
BlenderObjectCulling &culling,
bool *use_portal);
void sync_light(BL::Object &b_parent,
@ -143,7 +147,7 @@ class BlenderSync {
int random_id,
Transform &tfm,
bool *use_portal);
void sync_background_light(bool use_portal);
void sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal);
void sync_mesh_motion(BL::Depsgraph &b_depsgraph,
BL::Object &b_ob,
Object *object,
@ -183,6 +187,7 @@ class BlenderSync {
set<float> motion_times;
void *world_map;
bool world_recalc;
BlenderViewportParameters viewport_parameters;
Scene *scene;
bool preview;

View File

@ -0,0 +1,59 @@
/*
* Copyright 2019 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "blender_viewport.h"
CCL_NAMESPACE_BEGIN
BlenderViewportParameters::BlenderViewportParameters()
: use_scene_world(true),
use_scene_lights(true),
studiolight_rotate_z(0.0f),
studiolight_background_alpha(1.0f),
studiolight_path(ustring())
{
}
BlenderViewportParameters::BlenderViewportParameters(BL::SpaceView3D &b_v3d)
: BlenderViewportParameters()
{
/* We only copy the parameters if we are in look dev mode. otherwise
* defaults are being used. These defaults mimic normal render settings */
if (b_v3d && b_v3d.shading().type() == BL::View3DShading::type_RENDERED) {
use_scene_world = b_v3d.shading().use_scene_world_render();
use_scene_lights = b_v3d.shading().use_scene_lights_render();
if (!use_scene_world) {
studiolight_rotate_z = b_v3d.shading().studiolight_rotate_z();
studiolight_background_alpha = b_v3d.shading().studiolight_background_alpha();
studiolight_path = b_v3d.shading().selected_studio_light().path();
}
}
}
/* Check if two instances are different. */
const bool BlenderViewportParameters::modified(const BlenderViewportParameters &other) const
{
return use_scene_world != other.use_scene_world || use_scene_lights != other.use_scene_lights ||
studiolight_rotate_z != other.studiolight_rotate_z ||
studiolight_background_alpha != other.studiolight_background_alpha ||
studiolight_path != other.studiolight_path;
}
const bool BlenderViewportParameters::custom_viewport_parameters() const
{
return !(use_scene_world && use_scene_lights);
}
CCL_NAMESPACE_END

View File

@ -0,0 +1,47 @@
/*
* Copyright 2019 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __BLENDER_VIEWPORT_H__
#define __BLENDER_VIEWPORT_H__
#include "MEM_guardedalloc.h"
#include "RNA_types.h"
#include "RNA_access.h"
#include "RNA_blender_cpp.h"
#include "util/util_param.h"
CCL_NAMESPACE_BEGIN
class BlenderViewportParameters {
private:
bool use_scene_world;
bool use_scene_lights;
float studiolight_rotate_z;
float studiolight_background_alpha;
ustring studiolight_path;
BlenderViewportParameters();
BlenderViewportParameters(BL::SpaceView3D &b_v3d);
const bool modified(const BlenderViewportParameters &other) const;
const bool custom_viewport_parameters() const;
friend class BlenderSync;
};
CCL_NAMESPACE_END
#endif

View File

@ -202,33 +202,47 @@ class EEVEE_MATERIAL_PT_volume(MaterialButtonsPanel, Panel):
panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Volume")
def draw_material_settings(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
mat = context.material
layout.prop(mat, "use_backface_culling")
layout.prop(mat, "blend_method")
layout.prop(mat, "shadow_method")
row = layout.row()
row.active = ((mat.blend_method == 'CLIP') or (mat.shadow_method == 'CLIP'))
row.prop(mat, "alpha_threshold")
if mat.blend_method not in {'OPAQUE', 'CLIP', 'HASHED'}:
layout.prop(mat, "show_transparent_back")
layout.prop(mat, "use_screen_refraction")
layout.prop(mat, "refraction_depth")
layout.prop(mat, "use_sss_translucency")
layout.prop(mat, "pass_index")
class EEVEE_MATERIAL_PT_settings(MaterialButtonsPanel, Panel):
bl_label = "Settings"
bl_context = "material"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
draw_material_settings(self, context)
mat = context.material
layout.prop(mat, "use_backface_culling")
layout.prop(mat, "blend_method")
layout.prop(mat, "shadow_method")
class EEVEE_MATERIAL_PT_viewport_settings(MaterialButtonsPanel, Panel):
bl_label = "Settings"
bl_context = "material"
bl_parent_id = "MATERIAL_PT_viewport"
COMPAT_ENGINES = {'BLENDER_RENDER'}
row = layout.row()
row.active = ((mat.blend_method == 'CLIP') or (mat.shadow_method == 'CLIP'))
row.prop(mat, "alpha_threshold")
if mat.blend_method not in {'OPAQUE', 'CLIP', 'HASHED'}:
layout.prop(mat, "show_transparent_back")
layout.prop(mat, "use_screen_refraction")
layout.prop(mat, "refraction_depth")
layout.prop(mat, "use_sss_translucency")
layout.prop(mat, "pass_index")
def draw(self, context):
draw_material_settings(self, context)
class MATERIAL_PT_viewport(MaterialButtonsPanel, Panel):
@ -263,6 +277,7 @@ classes = (
EEVEE_MATERIAL_PT_volume,
EEVEE_MATERIAL_PT_settings,
MATERIAL_PT_viewport,
EEVEE_MATERIAL_PT_viewport_settings,
MATERIAL_PT_custom_props,
)

View File

@ -5057,7 +5057,8 @@ class VIEW3D_PT_shading_lighting(Panel):
@classmethod
def poll(cls, context):
shading = VIEW3D_PT_shading.get_shading(context)
return shading.type in {'SOLID', 'MATERIAL'}
engine = context.scene.render.engine
return shading.type in {'SOLID', 'MATERIAL'} or engine == 'BLENDER_EEVEE' and shading.type == 'RENDERED'
def draw(self, context):
layout = self.layout
@ -5105,7 +5106,6 @@ class VIEW3D_PT_shading_lighting(Panel):
elif shading.light == 'MATCAP':
sub.scale_y = 0.6 # smaller matcap preview
sub.template_icon_view(shading, "studio_light", scale_popup=3.0)
col = split.column()
@ -5115,8 +5115,29 @@ class VIEW3D_PT_shading_lighting(Panel):
elif shading.type == 'MATERIAL':
col.prop(shading, "use_scene_lights")
col.prop(shading, "use_scene_world")
col = layout.column()
split = col.split(factor=0.9)
if not shading.use_scene_world:
col = split.column()
sub = col.row()
sub.scale_y = 0.6
sub.template_icon_view(shading, "studio_light", scale_popup=3)
col = split.column()
col.operator("preferences.studiolight_show", emboss=False, text="", icon='PREFERENCES')
split = layout.split(factor=0.9)
col = split.column()
col.prop(shading, "studiolight_rotate_z", text="Rotation")
col.prop(shading, "studiolight_background_alpha")
col = split.column() # to align properly with above
elif shading.type == 'RENDERED':
col.prop(shading, "use_scene_lights_render")
col.prop(shading, "use_scene_world_render")
if not shading.use_scene_world_render:
col = layout.column()
split = col.split(factor=0.9)
@ -5128,12 +5149,11 @@ class VIEW3D_PT_shading_lighting(Panel):
col = split.column()
col.operator("preferences.studiolight_show", emboss=False, text="", icon='PREFERENCES')
if shading.selected_studio_light.type == 'WORLD':
split = layout.split(factor=0.9)
col = split.column()
col.prop(shading, "studiolight_rotate_z", text="Rotation")
col.prop(shading, "studiolight_background_alpha")
col = split.column() # to align properly with above
split = layout.split(factor=0.9)
col = split.column()
col.prop(shading, "studiolight_rotate_z", text="Rotation")
col.prop(shading, "studiolight_background_alpha")
col = split.column() # to align properly with above
class VIEW3D_PT_shading_color(Panel):

View File

@ -27,7 +27,7 @@
* \note Use #STRINGIFY() rather than defining with quotes.
*/
#define BLENDER_VERSION 281
#define BLENDER_SUBVERSION 5
#define BLENDER_SUBVERSION 6
/** Several breakages with 280, e.g. collections vs layers. */
#define BLENDER_MINVERSION 280
#define BLENDER_MINSUBVERSION 0

View File

@ -856,7 +856,8 @@ void BKE_screen_view3d_shading_init(View3DShading *shading)
shading->type = OB_SOLID;
shading->prev_type = OB_SOLID;
shading->flag = V3D_SHADING_SPECULAR_HIGHLIGHT | V3D_SHADING_XRAY_WIREFRAME;
shading->flag = V3D_SHADING_SPECULAR_HIGHLIGHT | V3D_SHADING_XRAY_WIREFRAME |
V3D_SHADING_SCENE_LIGHTS_RENDER | V3D_SHADING_SCENE_WORLD_RENDER;
shading->light = V3D_LIGHTING_STUDIO;
shading->shadow_intensity = 0.5f;
shading->xray_alpha = 0.5f;

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@ -3732,6 +3732,28 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain)
}
}
if (!MAIN_VERSION_ATLEAST(bmain, 281, 6)) {
for (bScreen *screen = bmain->screens.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
v3d->shading.flag |= V3D_SHADING_SCENE_LIGHTS_RENDER | V3D_SHADING_SCENE_WORLD_RENDER;
/* files by default don't have studio lights selected unless interacted
* with the shading popover. When no studiolight could be read, we will
* select the default world one. */
StudioLight *studio_light = BKE_studiolight_find(v3d->shading.lookdev_light,
STUDIOLIGHT_TYPE_WORLD);
if (studio_light != NULL) {
STRNCPY(v3d->shading.lookdev_light, studio_light->name);
}
}
}
}
}
}
{
/* Versioning code until next subversion bump goes here. */

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@ -118,16 +118,19 @@ extern struct DrawEngineType draw_engine_eevee_type;
} \
((void)0)
#define OVERLAY_ENABLED(v3d) ((v3d) && (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0)
#define LOOK_DEV_MODE_ENABLED(v3d) ((v3d) && (v3d->shading.type == OB_MATERIAL))
#define MATERIAL_PREVIEW_MODE_ENABLED(v3d) ((v3d) && (v3d->shading.type == OB_MATERIAL))
#define LOOK_DEV_OVERLAY_ENABLED(v3d) \
(LOOK_DEV_MODE_ENABLED(v3d) && OVERLAY_ENABLED(v3d) && \
((v3d) && (v3d->shading.type == OB_MATERIAL) && ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) && \
(v3d->overlay.flag & V3D_OVERLAY_LOOK_DEV))
#define USE_SCENE_LIGHT(v3d) \
((!v3d) || (!LOOK_DEV_MODE_ENABLED(v3d)) || \
((LOOK_DEV_MODE_ENABLED(v3d) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS))))
((!v3d) || \
((v3d->shading.type == OB_MATERIAL) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS)) || \
((v3d->shading.type == OB_RENDER) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER)))
#define LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d) \
(LOOK_DEV_MODE_ENABLED(v3d) && !(v3d->shading.flag & V3D_SHADING_SCENE_WORLD))
((v3d) && (((v3d->shading.type == OB_MATERIAL) && \
((v3d->shading.flag & V3D_SHADING_SCENE_WORLD) == 0)) || \
((v3d->shading.type == OB_RENDER) && \
((v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER) == 0))))
#define OCTAHEDRAL_SIZE_FROM_CUBESIZE(cube_size) \
((int)ceilf(sqrtf((cube_size * cube_size) * 6.0f)))

View File

@ -39,6 +39,7 @@
#include "BKE_scene.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_studiolight.h"
#include "BKE_unit.h"
#include "BLF_api.h"
@ -1860,6 +1861,9 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Depsgraph *depsgraph,
if (drawtype == OB_MATERIAL) {
v3d.shading.flag = V3D_SHADING_SCENE_WORLD | V3D_SHADING_SCENE_LIGHTS;
}
else if (drawtype == OB_RENDER) {
v3d.shading.flag = V3D_SHADING_SCENE_WORLD_RENDER | V3D_SHADING_SCENE_LIGHTS_RENDER;
}
v3d.flag2 = V3D_HIDE_OVERLAYS;

View File

@ -418,6 +418,8 @@ enum {
V3D_SHADING_WORLD_ORIENTATION = (1 << 9),
V3D_SHADING_BACKFACE_CULLING = (1 << 10),
V3D_SHADING_DEPTH_OF_FIELD = (1 << 11),
V3D_SHADING_SCENE_LIGHTS_RENDER = (1 << 12),
V3D_SHADING_SCENE_WORLD_RENDER = (1 << 13),
};
/** #View3DShading.color_type */

View File

@ -343,7 +343,11 @@ static const EnumPropertyItem autosnap_items[] = {
const EnumPropertyItem rna_enum_shading_type_items[] = {
{OB_WIRE, "WIREFRAME", ICON_SHADING_WIRE, "Wireframe", "Display the object as wire edges"},
{OB_SOLID, "SOLID", ICON_SHADING_SOLID, "Solid", "Display in solid mode"},
{OB_MATERIAL, "MATERIAL", ICON_SHADING_TEXTURE, "Look Dev", "Display in Look Dev mode"},
{OB_MATERIAL,
"MATERIAL",
ICON_SHADING_TEXTURE,
"Material Preview",
"Display in Material Preview mode"},
{OB_RENDER, "RENDERED", ICON_SHADING_RENDERED, "Rendered", "Display render preview"},
{0, NULL, 0, NULL, NULL},
};
@ -967,6 +971,11 @@ static Scene *rna_3DViewShading_scene(PointerRNA *ptr)
{
/* Get scene, depends if using 3D view or OpenGL render settings. */
ID *id = ptr->owner_id;
if (!id) {
/* When accessed from an external render engine the id.data is NULL
* This might be missing from the RNA CPP Api */
return NULL;
}
if (GS(id->name) == ID_SCE) {
return (Scene *)id;
}
@ -1054,6 +1063,7 @@ static PointerRNA rna_View3DShading_selected_studio_light_get(PointerRNA *ptr)
sl = BKE_studiolight_find(shading->studio_light, STUDIOLIGHT_FLAG_ALL);
}
else {
/* OB_MATERIAL and OB_RENDER */
sl = BKE_studiolight_find(shading->lookdev_light, STUDIOLIGHT_FLAG_ALL);
}
return rna_pointer_inherit_refine(ptr, &RNA_StudioLight, sl);
@ -1088,21 +1098,32 @@ static const EnumPropertyItem *rna_View3DShading_color_type_itemf(bContext *UNUS
}
}
/* Studio light */
static void rna_View3DShading_studio_light_get_storage(View3DShading *shading,
char **dna_storage,
int *flag)
{
*dna_storage = shading->studio_light;
*flag = STUDIOLIGHT_TYPE_STUDIO;
if (shading->type == OB_SOLID) {
if (shading->light == V3D_LIGHTING_MATCAP) {
*flag = STUDIOLIGHT_TYPE_MATCAP;
*dna_storage = shading->matcap;
}
}
else {
*flag = STUDIOLIGHT_TYPE_WORLD;
*dna_storage = shading->lookdev_light;
}
}
static int rna_View3DShading_studio_light_get(PointerRNA *ptr)
{
View3DShading *shading = (View3DShading *)ptr->data;
char *dna_storage = shading->studio_light;
char *dna_storage;
int flag;
int flag = STUDIOLIGHT_TYPE_STUDIO;
if (shading->type == OB_SOLID && shading->light == V3D_LIGHTING_MATCAP) {
flag = STUDIOLIGHT_TYPE_MATCAP;
dna_storage = shading->matcap;
}
else if (shading->type == OB_MATERIAL) {
flag = STUDIOLIGHT_TYPE_WORLD;
dna_storage = shading->lookdev_light;
}
rna_View3DShading_studio_light_get_storage(shading, &dna_storage, &flag);
StudioLight *sl = BKE_studiolight_find(dna_storage, flag);
if (sl) {
BLI_strncpy(dna_storage, sl->name, FILE_MAXFILE);
@ -1116,17 +1137,10 @@ static int rna_View3DShading_studio_light_get(PointerRNA *ptr)
static void rna_View3DShading_studio_light_set(PointerRNA *ptr, int value)
{
View3DShading *shading = (View3DShading *)ptr->data;
char *dna_storage = shading->studio_light;
char *dna_storage;
int flag;
int flag = STUDIOLIGHT_TYPE_STUDIO;
if (shading->type == OB_SOLID && shading->light == V3D_LIGHTING_MATCAP) {
flag = STUDIOLIGHT_TYPE_MATCAP;
dna_storage = shading->matcap;
}
else if (shading->type == OB_MATERIAL) {
flag = STUDIOLIGHT_TYPE_WORLD;
dna_storage = shading->lookdev_light;
}
rna_View3DShading_studio_light_get_storage(shading, &dna_storage, &flag);
StudioLight *sl = BKE_studiolight_findindex(value, flag);
if (sl) {
BLI_strncpy(dna_storage, sl->name, FILE_MAXFILE);
@ -1173,6 +1187,7 @@ static const EnumPropertyItem *rna_View3DShading_studio_light_itemf(bContext *UN
break;
case OB_MATERIAL:
case OB_RENDER:
show_studiolight = ((sl->flag & STUDIOLIGHT_TYPE_WORLD) != 0);
icon_id = sl->icon_id_radiance;
break;
@ -3093,6 +3108,15 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "studiolight_background_alpha", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_sdna(prop, NULL, "studiolight_background");
RNA_def_property_float_default(prop, 0.0);
RNA_def_property_ui_text(prop, "Background", "Show the studiolight in the background");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_range(prop, 0.00f, 1.0f, 1, 3);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "color_type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "color_type");
RNA_def_property_enum_items(prop, rna_enum_shading_color_type_items);
@ -3172,12 +3196,28 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
prop = RNA_def_property(srna, "use_scene_lights", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", V3D_SHADING_SCENE_LIGHTS);
RNA_def_property_boolean_default(prop, false);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Scene Lights", "Render lights and light probes of the scene");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "use_scene_world", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", V3D_SHADING_SCENE_WORLD);
RNA_def_property_boolean_default(prop, false);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Scene World", "Use scene world for lighting");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "use_scene_lights_render", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", V3D_SHADING_SCENE_LIGHTS_RENDER);
RNA_def_property_boolean_default(prop, true);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Scene Lights", "Render lights and light probes of the scene");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "use_scene_world_render", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", V3D_SHADING_SCENE_WORLD_RENDER);
RNA_def_property_boolean_default(prop, true);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Scene World", "Use scene world for lighting");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
@ -3203,15 +3243,6 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
RNA_def_property_ui_range(prop, 0.00f, 1.0f, 1, 3);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "studiolight_background_alpha", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_sdna(prop, NULL, "studiolight_background");
RNA_def_property_float_default(prop, 0.0);
RNA_def_property_ui_text(prop, "Background", "Show the studiolight in the background");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_range(prop, 0.00f, 1.0f, 1, 3);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
}
static void rna_def_space_view3d_overlay(BlenderRNA *brna)
@ -3371,7 +3402,7 @@ static void rna_def_space_view3d_overlay(BlenderRNA *brna)
prop = RNA_def_property(srna, "show_look_dev", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "overlay.flag", V3D_OVERLAY_LOOK_DEV);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Look Dev Preview", "Show look development spheres and palette");
RNA_def_property_ui_text(prop, "Look Dev Preview", "Show look development spheres");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "show_wireframes", PROP_BOOLEAN, PROP_NONE);

View File

@ -288,6 +288,10 @@ void WM_init(bContext *C, int argc, const char **argv)
const bool use_data = true;
const bool use_userdef = true;
/* Studiolights needs to be init before we read the homefile, otherwise the versioning cannot
* find the default studiolight.*/
BKE_studiolight_init();
wm_homefile_read(C,
NULL,
G.factory_startup,
@ -315,8 +319,6 @@ void WM_init(bContext *C, int argc, const char **argv)
UI_init();
}
BKE_studiolight_init();
ED_spacemacros_init();
/* note: there is a bug where python needs initializing before loading the